Aim/Purpose: By integrating a motivational perspective into the Technology Acceptance Model, the goal of this study is to empirically test the causal relationship of intrinsic motivational factors on ...students' behavioral intention to use (BIU) a mobile application for learning. Background: Although the Technology Acceptance Model is a significant model, it largely remains incomplete as it does not take into consideration the motivation factors and/or outside influences in the adoption of new technology. Methodology: A Mobile Application Motivation Instrument (MAMI) was developed from a comprehensive review of literature on intrinsic motivation and verified using a formalized card sorting procedure. Four intrinsic motivation scales were developed: perceived competence (COM), perceived challenge (CHA), perceived choice (CHO), and perceived interest (INT). Consequently, a scale to assess students' behavioral intention (BIU) to use mobile applications was developed using existing scales from prior TAM instruments. Contribution: Incorporating the motivational factors into TAM may provide better explanation and prediction of student acceptance and usage of mobile applications. A potential contribution of this study is the development of a reliable and valid instrument that could be further used by a growing community of researchers, instructional designers, and instructors. Findings: Data were collected from 193 participants to test the causal relationship of perceived competence (COM), perceived challenge (CHA), perceived choice (CHO), and perceived interest (INT) on students' behavioral intention to use (BIU) a mobile application, using a structural equation modeling approach. The structural path model indicated that perceived competence (COM), perceived challenge (CHA), perceived choice (CHO), and perceived interest (INT) had a significant influence on students' behavioral intention to use (BIU) a mobile application for learning. Implications of this study are important for researchers and educational practitioners. Future Research: One environmental dimension, understudied but with likely implications for intrinsic motivation, is the social environment.
The objective of this study is to perform a meta‐analysis of published data on the effects of active learning on Asian students' performance in science, technology, engineering, and mathematics ...(STEM) subjects. This comprehensive meta-analysis study includes a systematic review of papers related to various active learning approaches and instructional methods such as collaborative learning, experiential learning, discovery-based, group-inquiry-based, problem-based and activity-based learning, specifically the effects these approaches have on Asian students' performance in STEM-related subjects. The Scopus electronic bibliographic database was searched with search terms and dates to identify and extract the relevant studies that met pre-stated inclusion criteria. A main criterion for inclusion of studies in this meta-analysis were Asian students’ exposure to any active learning intervention in STEM-related subjects. Studies that fulfilled the inclusion criteria were processed for data extraction. A total of 2810 full‐text peer reviewed papers published from 2000 to 2020 were analyzed and 38 papers met the inclusion criteria established for the meta-analysis. Effect sizes between experimental (
n
= 2230) and control groups (
n
= 2510) were calculated using means and standard deviations which were collected and summarized for a comprehensive and systematic review based on the compiled data. Using means and standard deviations from the studies, a moderately large effect size (ES = 0.6596) was detected. Analysis of the pre-post effect sizes demonstrated a significantly higher mean effect size thereby indicating a positive effect of active learning on Asian students' performance in STEM subjects. Findings from the meta-analysis in this study provide a comprehensive understanding of the effects of active learning on Asian students' performance in STEM subjects. Finally, the significance and relevance of these findings for future research directions are discussed.
This article reports on an exploratory qualitative investigation of an initiative to use an electronic teaching portfolio at a teacher education institution in Hong Kong. Using in-depth interviews, ...this initiative is examined from the perspective of preservice teachers themselves. Interviews sought to gain an understanding of how the construction of participants' identities as teachers was shaped by their engagement with an electronic teaching portfolio throughout an eight-week teaching practicum. The study highlights the identity struggles that participants confronted in using an e-portfolio to negotiate their own and others' professional identities within their teaching practicum placement schools. Implications for preservice teachers, teacher educators, and school authorities are discussed and suggestions for future research considered.
This study extends the ownership of learning model by using e-portfolios in a field experience placement to examine student-teachers' attitudes towards learning in relationship to personal value, ...feeling in control and taking responsibility. The field experience e-portfolio pilot commenced in spring 2011, involving a cohort of 77 year 3 field experience student-teachers enrolled in the Bachelor of Education English Language Programme at the Hong Kong Institute of Education, and approximately 20 supervisors. A research model is presented based on research into ownership of learning. The student e-portfolio ownership of learning questionnaire (SEOLQ) was developed. Seventy-seven participants completed the survey measuring their responses to ownership of learning components of attitudes towards learning (ATL), personal value (PV), feeling in control (FIC), and taking responsibility (TR). Data were used to test the hypotheses postulating the main effects of ATL using e-portfolio on the constructs PV, FIC, and TR. The results of the study indicated that ATL had a significant influence on PV, FIC and TR. The results suggest the student-teachers valued the integration of the e-portfolio into the field experience and developed a sense of control of their learning. Responsibility-related findings suggest that participants were sensitive to both the means of manipulating the e-portfolio and the results of their efforts doing so. By providing student-teachers with the opportunity to reflect critically upon their work as educators, e-portfolios can serve as an invaluable resource for promoting effective ownership of learning. Author abstract, ed
To ensure their teaching quality, it is important for student teachers to undertake self reflection on their teaching performance after supervised teaching sessions. With the goal of sharpening the ...teaching competence of student teachers, a dual function system that uses web based and video based technologies is being developed to facilitate self reflection by student teachers and the teaching supervisory role of teaching supervisors. This article reports on the development of a web enabled video system for encouraging student teachers to reflect on their teaching performance, using a guiding framework. The system enables student teachers to self monitor a video recording process during lessons in teaching practice, and make post-lesson self reflection without the constraints of time and location. Two key features are provided by the system to support student teachers and enhance the quality of reflection. One key feature is a guiding support for self reflection on teaching performance, using a four-dimension framework comprising curriculum planning and evaluation, pupils and pupil-teacher interaction, discipline and classroom management, and professional knowledge of teaching. A second key feature of the system is a 'video bookmark' function for the operationalisation of the reflective process. Author abstract
Research has established that intrinsic motivation has a positive effect on learning and academic achievement. In order to investigate the phenomenon of intrinsic motivation in technology-supported ...learning environments, this paper investigates the factors deemed to support individual student intrinsic motivation in online discussions. A research model is presented based on research into motivation, and the specific areas of self-determination and curiosity provide a framework for the model. Mean scores for both online discussions and face-to-face discussions were compared using a two-tailed t-test for the six constructs of perceived competence, perceived challenge, feedback, perceived choice, perceived interest, and perceived curiosity. Results from the study showed that online discussions provided significantly stronger mean ratings (t = 3.2) for perceived choice than did face-to face-discussions, while online discussions gave somewhat significantly stronger mean scores for perceived competence (t = 1.84) than similar face-to-face discussions. Feedback obtained identical mean scores for both online and face-to-face discussions, as did perceived interest, while the slightly higher differences in the online situation were not significant for perceived challenge (t = 0.96) or perceived curiosity (t = 1.19). Assessing the factors deemed to support individual student intrinsic motivation may assist in enhancing intrinsically motivated behavior in technology-supported learning environments. This would assist Web course designers and science educators to create online learning programs that best utilize students' capacity for learning and academic performance. The Web, with no direct verbal face-to-face interaction, lends itself better to online discussion in a more structured manner by enabling students to communicate more comfortably with their peers and provides a more egalitarian environment, where participants share the same tools and opportunities to communicate. The creation of online learning programs provides students significant opportunities for learning, such as the extended exchange of ideas and expertise where students can read, respond to, or initiate comments in a virtual meeting space. (Contains 11 tables and 2 figures.)
This paper assesses textual feedback to support student intrinsic motivation using a collaborative text-based dialogue system. A research model is presented based on research into intrinsic ...motivation, and the specific construct of feedback provides a framework for the model. A qualitative research methodology is used to validate the model. Results from the study indicate that online textual feedback was strongly supported compared to feedback in a human face-to-face setting. From observation, subjects using the collaborative text-based dialogue system were eager to engage in online textual dialogue and therefore, participated more in the discussions compared to the face-to-face verbal discussions. (Contains 4 tables and 2 figures.)
Today’s learning environments are providing unique challenges and opportunities for learners to interact with different technologies in meaningful, relevant, and innovative ways. The advent of ...digital educational game-based technologies has precipitated a growing need for faculty to engage learners and keep them motivated and challenged. In digital game-based active learning, immersion and flow are two essential elements of the player experience that occur during game play. Both these concepts are theoretically distinct, but significantly related from an empirical perspective. Immersion focuses on sensory cues that engage the player’s mind via sensory stimulation, such as how involved the player is in the gaming experience and what response is expected on the part of the player. Flow centers on the cognitive aspects of the gaming experience, emphasizing the relationship between a challenging activity and the skills of a player, but also comprising of engagement, control, challenge, and feedback. A motivation for using digital games to support learning is that well designed game-based learning can provide experiences of immersion and flow, thereby simulating authentic problem-solving tasks that combine instruction, learning, and assessment. Players are immersed through interactive “game-like” activities in a competitive game play format and subsequently driven by optimally challenging tasks. Hence, digital game-based learning technologies have the means to immerse players by retaining motivation within the game by providing mastery feedback at multiple levels. Using Badaboom!, a game-based classroom response system developed by the Hong Kong Polytechnic University, this paper sets forth a conceptual framework for immersion and flow in digital game-based learning.